Monster Manual 5E

(Nancy Kaufman) #1

COMMONER
Medium humanoid (any race), any alignment


Armor Class 10
Hit Points 4 (1d8)
Speed 30ft.


STR
10 (+0)

DEX
10 (+0)

CON
10 (+0)

Senses passive Pe rcept ion 10


INT
10 (+0)

WIS
10 (+0)

Languages any o ne language (usually Common)
Challenge 0 (10 XP)


ACTIONS


CHA
10 (+0)

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.


Commoners include peasants, serfs, s laves, servants,
pilgrims, me rchants, artisans, a nd hermits.


CULTIST
Medium humanoid (any race), any non-good alignment


Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30ft.


STR
11 (+0)

DEX
12 (+1)

CON
10 (+0)

Skills Deception +2, Religion +2
Senses passive Perception 10


INT
10 (+0)

WIS
11 (+0)

Languages any one language (usually Common)
Challenge 1/8 (25 XP)


CHA
10 (+0)

Dark Devotion. The cultist has advantage on saving throws
against being charmed or frightened.


ACTIONS


Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 4 (1d6 + 1) slashing damage.


Cultists swear allegiance to dark powers s uch as
ele me ntal princes, de mon lords, or a rchdevils. Most
conceal thei r loyalties to avoid be ing ostracized,
imprisoned, or executed for their beliefs. Unlike evil
acolytes, cultists often show s igns of insanity in their
beliefs and practices.


CuLT FANATIC
Medium humanoid (any race), any non-good alignment

Armor Class 13 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 3 0ft.

STR
11 (+0)

DEX
14 (+2)

CON
12 (+1)

INT
10 (+0)

WIS
13 (+1)

Skills Deceptio n +4, Pe rs uas io n +4, Religion +2
Senses passive Perception 10
Languages any one language (us ually Common)
Challenge 2 ( 450 XP)

CHA
14 (+2)

Dark Devotion. The fanatic has advantage on saving throws
against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its
s pellcasting ability is Wisdom (spell save DC 11, +3 to hit
with s pell attacks). The fanatic has the following cleric
spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon

ACTIONS
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or range 20/60 ft., one creature.
Hit: 4 (1d4 + 2) piercing damage.

Fanatics are often part of a c ult's
leade rship, using their
charisma and dogma to
influe nce and prey on
those of weak will.
Most are interested
in pe rsonal power
above all else.

CuLT FANATI C

31·5
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